My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Good
Versatility
Mediocre
F2P score
RIP

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Rascals Dart Goblin

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Rascals Battle Ram Electro Giant Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram Wall Breakers Goblin Barrel Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Void

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Wall Breakers Goblin Barrel Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Rascals Dart Goblin Battle Ram Wall Breakers Electro Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Goblin Barrel

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Battle Ram Wall Breakers Goblin Barrel
Giant Snowball
Dart Goblin Battle Ram Wall Breakers Goblin Barrel
Zap
Dart Goblin Battle Ram Wall Breakers Goblin Barrel
Barbarian Barrel
Rascals Dart Goblin Battle Ram Wall Breakers Goblin Barrel
The Log
Rascals Dart Goblin Battle Ram Wall Breakers Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Rascals Dart Goblin Wall Breakers Goblin Barrel
Royal Delivery
Rascals Dart Goblin Battle Ram Wall Breakers Goblin Barrel
Fireball
Rascals Dart Goblin Battle Ram Wall Breakers Goblin Barrel
Poison
Rascals Dart Goblin
Lightning
Battle Ram Goblinstein
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Battle Ram Electro Giant

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Dart Goblin Goblin Barrel

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Wall Breakers Dart Goblin Goblin Barrel Void Battle Ram Rascals Goblinstein Electro Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Wall Breakers Dart Goblin Goblin Barrel Void

Attack Synergies 2 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Rascals
Goblin Barrel Dart Goblin Battle Ram Wall Breakers
Dart Goblin
Goblin Barrel Rascals Battle Ram Wall Breakers
Battle Ram
Rascals Dart Goblin Wall Breakers Goblin Barrel
Wall Breakers
Rascals Dart Goblin Battle Ram
Goblin Barrel
Rascals Dart Goblin Battle Ram
Void
Electro Giant
Electro Giant
Void
Goblinstein

Defense Synergies 0 1

Rascals
Dart Goblin
Dart Goblin
Rascals
Battle Ram
Wall Breakers
Goblin Barrel
Void
Electro Giant
Goblinstein

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Dart Goblin Void
Rascals Dart Goblin
Rascals Dart Goblin Void
Rascals Dart Goblin
Rascals Dart Goblin
Dart Goblin Rascals Void
Rascals Dart Goblin Void Electro Giant
Rascals
Rascals Dart Goblin
Dart Goblin Rascals Electro Giant
Rascals Dart Goblin
Rascals
Rascals Dart Goblin
Rascals
Rascals Electro Giant
Rascals
Rascals Dart Goblin
Rascals Dart Goblin
Dart Goblin
Rascals Dart Goblin Electro Giant

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Rascals Void Electro Giant
Void
Rascals
Rascals
Rascals
Electro Giant Rascals Dart Goblin
Rascals Dart Goblin Void
Rascals
Void
Dart Goblin
Rascals Dart Goblin
Void Electro Giant
Rascals
Rascals Dart Goblin Electro Giant
Rascals Electro Giant Dart Goblin
Rascals Dart Goblin Electro Giant
Void

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Void Rascals Dart Goblin
Void Dart Goblin
Dart Goblin Void
Rascals Dart Goblin Void
Electro Giant Dart Goblin
Dart Goblin
Dart Goblin
Void Dart Goblin
Void
Void Dart Goblin
Void Dart Goblin
Dart Goblin Void
Dart Goblin Void
Dart Goblin
Dart Goblin
Dart Goblin
Void Dart Goblin
Dart Goblin Void Electro Giant
Void
Void
Void
Void
Electro Giant
Void Dart Goblin
Void
Void Dart Goblin
Dart Goblin Void Electro Giant
Dart Goblin Void Electro Giant
Void
Void Dart Goblin
Void
Dart Goblin Void
Dart Goblin
Void Rascals Dart Goblin
Dart Goblin
Void Electro Giant
Dart Goblin
Electro Giant Rascals Dart Goblin
Dart Goblin Void
Void Dart Goblin Electro Giant
Dart Goblin Void
Void

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